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User's Guide to Experimental Method Editor

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1. Stop Session Stop Current Component Control Output Devices Component 1 State 1 Step 5 _ Editing output Digital Devices 71 House Ligh SIS 1 HouseLiaht devices F cid 7 Continued ON Double click the state panel second line output device Yoked 2 None and S1 S3 column A Anolog Devices S1 turn on the houselight fi Close S2 turn on cue light 2s reward 0 2s Control Output Devices 2 CueLiaht M Controlled Continued ON Fixed Time and Pulse y 2 000 sec Once y Component C1 State Transition a oye State 51 wati for response Component 1 State 1 Step 6 Editing state Output Device HouseLight ON ran i nr ir men State Counter t a t Q equ e ts Sound Single Digital Event Input ON NextState List Counter Variable Timer Variable Computed Variable Video Zone Event Multiple Digital Event Inptu ON OFF Exclusive Digital Event Input ON Digital Event Input ON Continue Time Single Digital Event Input OFF Analog Event High Low Move Resting Keyboard Event Touch Screen Event Session Variables S xz gq z gt _ Ts DOURIG click the fifth line Exit State state transition of state panel Random Outputs Input Transition Component 1 State 1 For S1 in the state transition window double click the third line Input Transition r 1 ActiyvePoke
2. 1 ActiveP o iR AREE EPA Ae single digital event input ON NetStste P ajea y ActivePoke is set as next state Probability 1002 ifFalse goto State tl E Parameters 2 and FR 1 a hooo Data List LadState ver 1 0 Experimental Method Editor For S2 in the state transition window Interval Transition Component 1 State 2 double click the first line State es Transition Timer Next state is 1 an FT 5s Next State fi a Fixed y Goto Previous State Probability 100 if False go to State p 3 Parameters r Data List E State Entry Transition E Component 1 State 2 double click the second line State Counter Next state is 3 and entry times 100 Transition on State Entry Next State Entry Times b am 4 Probability 100 if False go to State 0 Sl Step 7 Editing state 3 stop session double click the first line of the state panel for S3 Check the stop session box STOP Session V Stop Session Stop Current Component The finished FR1 method editor windows is as following EJ LabState Experimental Method Edit File Session Session Start Component C1 Session Variables Method Devices ActivePoke HouseLight CueLight Reward Components Insert Duplicate Delete Component Start State Session Variables Duration Exit Component
3. Component C1 Insert 51 wati for response 52 deliver reward Output Device HouseLight ON CueLight Turn ON 2 000 sec Reward Turn ON 0 200 sec Session Variables State Transition ActivePoke ON gt State2 n 1 0 State Entry gt State3 n 100 State Timer gt State1 t 5 000 laminin aaa OP aon a A E Random Outputs Duplicate Delete 53 stop session LadState ver 1 0 Experimental Method Editor 3 Session In LabState the top level in an experimental method is session A session is composed of component s and the component is composed of state s Session duration sets the running time ofa session The session will automatically stop A ession itle Author Duration 60 00 min after the duration A session can also be an Component Jer Edit Session Parameters ession Variables stopped by give a stop session command ethod Devices in a state Session Title FRI Author ActivePoke HouseLight CueLight Reward gt omponents Duration 60 00 0 00 00 If a session only has one component the component will be active when the session starts The Start Component will be component 1 C1 If a session has more than one component Edit Session Parameters _ You can set the running status of each Bete Title S CSRT Stage 1 Start Random with repeat v component when the session starts start Random with repeat Concurrent R
4. 5 2 4 State Entry Save Temporary Variables Save temporary variables are used to record block data Each time the data is saved the variable is reset to zero State Entry Save Temp Vai oem eem voem e eis Component 3 State 1 Temporary Counter Variable Temporary Timer Variable Temporary Computed Variable E o E CoS o o E w gt Tm Counter Variable a_ PrePulsezTrial 6 Pee Trial A PPI 3 Trial Y After Save Data Temp Variables are reset to ZERO 5 2 5 State Entry Video Tracking Variables Vide tracking variable has following operations O Reset data and start tracking O Pause tracking O Resume tracking O Assign the tracking data to a variable Camera 1 Assign Data to none ee Reset Data C1 1 0 Camera 1 Assign Data to none y and Stop Tracking Pause Track 3 Reset Data and Start Tracking Pause Tracking Resume Tracking 17 LadState ver 1 0 Experimental Method Editor When a state is active the session variables can also be operated by the following events 5 2 6 Digital ON Event Counter amp Timer Variables Digital ON Event Counter and Timer Variables x C4 Poke1 S1 TurnOn PokeLight Digital Input ON 1 Pokel One Response Counter Variable 1 1 R reset to zero Timer Variable Yes No CounterVariable___ Operate___ Enablea v a 3 F
5. 15 LadState ver 1 0 Experimental Method Editor 5 2 Set Session Variables Double click the line of the Session Variables in the state panel Upon entering a state the following session variables can be operated State entry Counter amp Variables Timer O State entry Temporary Counter State entry Save Variables State entry Analog Variables Temporary O State entry Video Tracking Variables aa Set Session Variable State Entry Counter amp Timer Variables Digital ON Event Counter amp Timer Variables Digital OFF Event Counter amp Timer Variables Analog High Low Event Counter amp Timer Variables Video Tracking Zone Event Counter amp Timer Variables state Entry Temporary Counter State Entry Analog Variables State Entry Save Temporary Variables State Entry Video Tracking Variables Touch Screen ZONE Counter Variables Touch Screen IMAGE Counter Variables 5 2 1 State Entry Counter amp Timer Variables When a state is started the counter and timer variables can be operated Counter variable has three operations O 1 increase one O 1 decrease one O R reset to zero Counter variable can be Enabled or Disabled In the start of a session all counter ariables are Enabled Timer variable has two operations O Start the timer O Read Stop the timer 5 2 2 State Entry Temporary Counter State Entry Counter and Timer Variables
6. Load amp play v Sine Tone v Continued ON Level 80 db v Control List 1 db Table 1 y 3000 Hz Yv Sequential y Cycle Data Paste Clear 13 LadState ver 1 0 Experimental Method Editor 5 1 3 Random Output Double click the line of the Random Output in the state panel This operation is specifically designed for the digital output control of 5 choice serial reaction time task Digital Outputs Random Control eS Component 1 State 2 Random Turn ON si DO DI Match 4 DO PokeLigh How Many 1 Y DO S PokeLight3 DO 4 PokeLight4 ON Time 0 500 v DOR5 PokeLight5 di DO 6 HouseLight DO Liquid DO 8 TrayLight Repeatable Matched DI gt NextState vv UnMatched DI gt NextState In this example randomly turn on 0 5s one device selected from the device list DO 1 DO 5 State transition is also defined in this window The DI DO match table sets matched digital input DI devices for each digital output DO device When an output device is ON and the matched input device has a response the current state will exit and moves to the next state of Match DI otherwise moves to the next state of UnMatched DI 14 LadState ver 1 0 Experimental Method Editor 5 1 4 Touchscreen Double click the line of the Touch screen in the state panel There are three panels in the state touchscreen control window Show Zone State Touch Scr
7. 3 4 InCorrectTrial TotalTrials FoodPerservative 3 InCorrectLaten 7 ay LL CorrectTrial ain 1 w 1 Temporary Counter 1 1 R reset to zero Temporary Timer Yes Na Counter Variable Timer Variable gt gt m fau 10 4 e e a e ET Ji 5 2 7 Digital OFF Event Counter amp Timer Variables Digital OFFEvent Counter and Timer Variables C4 Poke1 S1 TurnOn PokeLight Digital Input Keep Off H Pokel One Response Counter Variable 1 1 R reset to zero 3 InCorrectTrial Timer Variable Yes No m gt m 4 5 OmissionTrial 6 TotalTrials FoodPerservative Temporary Counter 1 1 R reset to zero Temporary Timer Yes No Counter Variable nm FY Analog Event Counter and Timer Variables 0 5 A C4 Poke1 S1 TurnOn PokeLight Close Turn High Turn High v Counter Variable 0 Timer Variable a 1 FoodLaten PerservativeResp CorrectTrial Turn Low bml gt 2 InCorrectTrial a OmissionTrial TotalTrials Bb FoodPerservative 10 10 LadState ver 1 0 Experimental Method Editor 5 2 9 Video Tracking Zone Event Counter amp Timer Variables PA Video Zone Event Counter and Timer Variables e a X C1 S1 oa Enter Zone v Enter Zone Counter Variable 0 Timer Variable
8. State Entry Counter Variable 1 1 R reset to zero Counter Variable Enabledy C1 Reward S1 Deliver Food Timer Variable Timer Variable Yes No Mm joo pro TotalTrials FoodPerservative om Temporary Counter 1 1 R reset to zero Counter Variable D 2 1 1 4 mi mi 1 FoodLatency Temporary data are not saved in the data file automatically but can be assigned to a session counter variable PFA State Entry Temporary Counter Variables l jo Component 1 State 1 Session Counter Variable Temporary Counter 1 PrematureResp z Close 16 LadState ver 1 0 Experimental Method Editor 5 2 3 State Entry Analog Variables Analog variable has following operations O Reset data and start recording O Start recording O Stop recording O Assign the analog data to a analog variable FY State Entry Analog UDI Ll State Entry Analog Variables E C3 PPI 1 S1 Baseline Close H Weight Assign Data To MAS y and Stop Recording H Weight Assign Data To none v MN 1 PulseResponse rT Y Reset Data ar2 PrePulse 1 Response 3 PrePulse 2 Response Stop Recordir 4 PrePulse 3 Response 5 PPI 1 Response Start Recordin 6 PPI 2 Response 7 PPI 3 Response v Reset Data and Start Recording Stop Recording Y Start Recording
9. T 7 Clear All Step 3 add new states Click the insert button twice in the state pane we now have three states S1 S3 for Component 1 File Session Session Tale FR1 Author Duration 60 00 min By LabState Experi File Session Session Tile FR1 Author Duration 60 00 min Start Component C1 Session Variables Method Devices ActwePoke Houselight CueLight Reward Components Insert Duplicate Delete Component cl Session Variables Duration Ext Component Component Cl Insert Duplicate Delete State 4 S1 S2 53 Output Device Session Variables State Transition Random Outputs LadState ver 1 0 Experimental Method Editor You may choose which state is active first when component 1 start E gt Start State Double click the first or second line of the Sconvenenms components panel eeel Exit Component State 1 is set as the start state Components Component Edit Component Component 1 Title Start State 1 Step 4 name the states Component C1 Double click the state panel first line set BE ONN ee Output Devi and S1 S3 column TA Run Stop Compogepi Session Variables Component 1 State 1 Discription wati for responsel State Transition State1 is named as wait for response Exam State 2 as deliver reward State 3 as andom Outputs stop session
10. E Error Trial 4 Omission Trial m gt 5 Premature Response 6 PerseverativeNosePoke PerseverativeFoodT ray 0000000 5 3 8 Timer Variable When a session timer variable is greater than a value state transition occurs State Transition Ti Component 1 State 1 Temporary Timer Variable Variable Name Next State Session Timer Variable TIAS TN E Fal nCorrect Latency gt Food Latency gt 0 5 3 9 Computed Variable When a session computer variable is glee than a value state transition occurs State Transition Component 1 State 1 Session Computed Variable nl 23 LadState ver 1 0 Experimental Method Editor 5 3 10 Video Tracking Zone Video tracking events can trigger state transition Such as enter a zone exit a zone moving or resting Video Track Zone os a Component 1 State 1 Enter Zone vw Enter Zone sub Zone 4 5 siezones gt 5 3 11 Multiple Digital Event Input ON Off There are eight combinations of inputs can be used to trigger a state transition Component 1 State 2 IN2 Poke2 y 2 1 Poke1 CT Combination 2 2 Poke2 Ld bc Combination 3 Combination 4 Combination 5 Combination 6 Combination Combination 8 5 3 12 Exclusive Digital Event Input ON If the system has many digital inputs at one if only one input has signal a state transition can occur If more than
11. FR1 EJ LabState Experimental Method Editor File Session Session Start Component C1 Session Variables Method Devices ActivePoke HouseLight CueLight Reward Components Insert Duplicate Delete Component Start State Session Variables Duration Exit Component Component C1 Insert Duplicate Delete State 51 wati for response S2 deliver reward 33 stop session Output Device HouseLight ON CueLight Turn ON 2 000 sec Reward Turn ON 0 200 sec Sound Session Variables State Transition ActivePoke ON gt State2 n 1 0 State Entry gt State3 n 100 State Timer gt State1 t 5 000 Exit State STOP Session Touch Screen Random Outputs Step 1 define session duration J LabState Experimental Method Editor TEdit Session Parameters lm cx a File Session Session Title Fr Session TileEx eriment 1 Author Duration 60 00 min PS aannnnnnnnnnnnnnnnnnnn periment 1 Author Duration 60 00 min O Author Start Component C1 Session Variables Duration 60 00 min Method Devices Pokel Poke2 Poke3 Poke4 Poke5 FoodTray PokeLightl PokeLight2 PokeLight3 PokeLight4 PokeLight5 HouseLight Liquid TrayLi Double click the first line of the session panel Session rename the method as FR1 session duration is 60 mins LadState ver 1 0 Experimental Method Editor Because only one component is needed for a FR1 method there is no need to edit the second line of the session p
12. Mm Touch a ZONE with a specified IMAGE can trigger a State transition ZONE and IMAE can be paired when the touched ZONE is showed with the matched or unmatched IMAGES state transitions occur IMAGE Is IMAGE gt NextState 0 NotIMAGE gt NextState 0 Empty ZONE gt NextState 4 notEmpty ZONE gt NextState 3 Outside ZONE gt NextState 4 Touch Screen Transition Component 1 State 2 O TOO TIA AAA Matched IMAGE gt NextState 0 else 0 PJ MPM PIM PM 25 LadState ver 1 0 Experimental Method Editor 5 4 State Exit Double click the line Exit State in the state panel Component 4 State 1 Discription TumOn PokeLight Stop Session Y Stop Current Component Run Component Concurrent v EAT Random with repeat Random without repeat Component List Control List 1 Control List 2 Control List 3 Control List 4 a Cb6 Poke3 Dale A Stop session is used to stop a run of the method and save the data to a data file Stop component is used to stop the current component O ifthe session has only one component the program will wait until the session duration is time out O lf the session has more than one component you can specify the running status of other components 26 LadState ver 1 0 Experimental Method Editor 6 Sample Methods in prep
13. the same devices same ID in the yoked cages maximum 4 cages are also turned on off Yoked 1 None v Yoked 2 Yoked 3 Yoked 4 None v Analog Outputs analog output device can be a LED driver used in optogenetcs such as following Anolog Devices 1 LED_Driver MaA E E 1 LED Drivar V Controlled J Continued ON apo lt mA Pulse v f D sec ON 1100 ms OFF 100 ms 12 LadState ver 1 0 Experimental Method Editor 5 1 2 Sound Double click the line of the sound in the state panel Component 3 State 2 Name Jaction__ Sound Level Duration 1 Background 2 Pulse Play HighNoise wa 80 olun ON 0 100s 3 PrePulse Pulse Load play v No Action v i Background There are sound channel can be played Load amp Play a sound file 2 Pulse Load amp play y Sound File y Continued ON Level 80 Volume y Fixed Time HighNoise wav 0 1 00 sec Load amp Play a pure tone sine 2 Pulse Load amp play y Sine Tone y Continued ON Level 80 Volume y Fixed Time y 3000 Hz 0 100 sec The sound level can also be in db as calculated in db Table 2 Fulgse o2 2 7 Load amp play y Sine Tone y Continued ON Level 180 w Fixed Time y db Takble y 3000 Hz 0 100 sec Play duration can also select from a Control List 2 Pulse
14. Editor Experimental Method Editor Window In the main window of LabState click the shortcut key Edit Method oe Ra A ilab 3 LabState ver 1 0 for Operant Behavior a state 1 or the menu Experiment Edit Method Animal Edit Method the Experiment Method window appears Experiment Method gu E 5CSRT_Stage01_30s ztsk Cage Cage y l 5CSRT_Stage02_20s ztsk In this window you may chose BCSRT_Stage03_10s ztsk Weight g 250 0 g 5CSRT_Stage04_5000ms ztsk 5CSRT_Stage05_2500ms ztsk O create a new method SOSRT Stagede_1250ms ztsk E A A 5CSRT_Stage0 _1000ms ztsk feztsk tsk mth 0 edit an existing method CSRT_Stage08_900ms ztsk Method ztsk tsk mth 5CSRT_Stage09_800ms ztsk 5CSRT_Stage10_ 00ms ztsk Edit Method O create a method by using the method 5CSRT_Stagel 1_600ms ztsk E 5CSRT_Stagel2_500ms ztsk Auditory_Stage0 _0 3s_4choice ztsk ty temp late Auditory Stage08_0 3s_6choice ztsk Meneses t h d Cage_1 ztsk Ratio Schedule Sue gt gt cage_2 ztsk L copy a me O Cage3FullTaskCongruent ztsk Decision Making 4 6sounds_old Zll45 ztsk O delete a method DacsiorMakingtA6soundeold ztek FR1 ztsk GambTask ztsk Create Method gt GO ztsk u GO_NOGOfver 5 20 3 ztsk Copy gt Click the Create Method button the GO_NOGO tsk EE hx habitu2 ztsk Delete Method hx test ztsk Experimental Method Editor
15. Enter Zone Exit Zone 1 Start Move 2 Sto 4 Move 3 Sub Zone 3 4 Sub Zone 4 5 Sub Zone 5 6 Sub Zone 6 7 Sub Zone 8 Sub Zone 8 9 Sub Zone 9 410 Fann 17 Counter Variable Timer Variable Lu 5 2 10 Touch Screen ZONE Counter Variables Touch Screen Zone Counter Variables C1 S2 Show IMAGE Zone 1 Hole1 ZONE 1 Holel Zone 2 Hole2 Counter Variable 1 1 R reset to zerc Zone 3 Hole3 Zone 4 Hole4 Zone 5 hole5 uj Premature Response 1m 5 2 11 Touch Screen IMAGE Counter Variables Touch Screen Zone Counter Variables le zs C1 S2 Show IMAGE Image 1 FlashLight Image Fl Counter Variable 1 1 R reset to zera B mM jo i m gt 19 LadState ver 1 0 5 3 State Transition Experimental Method Editor Double click the line of the State Transition in the state panel State Transition Component 1 State 1 State Timer State Timer gt State2 t 5 000 State Counter Single Digital Event Input ON NextState List Counter Variable Timer Variable Computed Variable Video Zone Event Multiple Digital Event Inptu ON OFF Exclusive Digital Event Input ON Digital Event Input ON Continue Time Single Digital Event Input OFF Analog Event High Low Move Resting i Keyboard Event Touch Screen Event Set This State as as Previous State There are 15 events to trigger a
16. Temporary Variables Method Devices are used to defined devices to be controlled in an experiment PA Define Method Devices Digital Inputs Digital Ouputs Method Dev ID Method Dev ID 1 Pokez_ AcivePoke 1 HouseLight_ ARNM 6 E A 2 PokeLight3_ CueLight 3 EU 3 Liquid Reward 7 ial IA IN ple slo A C When you create a new method the devices in the system will automatically be assigned to the method editor including digital inputs outputs analog inputs outputs sound devices video tracking zones If you want the method file can be used in other experimental system which have different hardware configuration you can redefine the method device with a name easy to understand such as active response cue light reward etc When a method is running the system devices are controlled according the method device IDH irrelative of the device name The method device ID corresponding to the system device ID LadState ver 1 0 Experimental Method Editor 4 Components You can inset duplicate delete a component in the component panel by clicking the corresponding Components Component button The maximum number of components ina Sara session is 16 Session Variables it t Duration Edit Com ponent Component 1 Tie If the session has only one component there is Sensej 4 only one option in the component panel Start State specified which state is active w
17. configuration you can redefine the method device with a name easy to understand such as active response cue light reward etc When a method is running the system devices are controlled according the method device ID irrelative of the device name The method device ID corresponding to the system device ID LadState ver 1 0 Experimental Method Editor 2 Creating a simple FR1 Method For a fixed ratio 1 FR1 reinforcement schedule the state notation logic could be showed in the following diagram A session starts from state 1 a house light turn on after the animal make a nose poking response in the active nose poke the program goes to state 2 In state 2 the liquid dispenser and the cue light above the active lever are on After a period of time 5 seconds the program goes back to state 1 and the procedure repeats The house light remains on for the entire session because the house light does not turned off ever since it is turned on in state 1 After the animal earned 100 liquid deliveries 100 entries of state 2 the program goes to state 3 in which the program stops and the experimental data are saved FR1 schedule after 5s A E ee eee eee eee a ee ee eee after a active State 1 gt State 2 State 3 nose poking _ State Entry State Exit State Entry State Exit State Entry house light ON Do nothing Liquid ON 0 2s Do nothing Stop session cue light ON 2s The Method Editor window
18. 18 5 2 9 Video Tracking Zone Event Counter amp Timer Variables oocccnconocnnncnncnnnnnns 19 5 2 10 Touch Screen ZONE Counter Variables cccccoooonccnnnonononnnncnnncnonnnonanonnnnnnanoss 19 5 2 11 Touch Screen IMAGE Counter Variables cocooonnccnnccnonncnnncnnncnonononanonnnnonanoss 19 o A A camnasansstiecest tue tecsacansaeseaeneeansas E N cadeacssteenenenia 20 5 3 1 Single digital event input ON ccc arenira RTTE 20 5 32 Dietal Evente Hypo Ul C O iaa 21 53 iP ital EVent IAPputsONUN Orina dai dai 22 A UOH e oi ne cae 22 o aCe EY e A IP o Ro O O A P O N T EETA 22 Bio Os NOKE Sat Sada 23 5527 COUME Valen i n 23 A A E T 23 532 COMPutea Varia lena 23 53 LO Video Tracking ZONG sorae a A AA 24 5 3 11 Multiple Digital Event Input ON Off ccccccccseeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeees 24 53 12 Exclusive Digital Event MPUEON cana 24 53 13 Analog Ev nt igh Wa a A A aes 24 523 14 Keyboard EVENE ehari o O CE 25 5 3 15 Touchscreen Crta a 25 Stat oa 26 Sample Mets 27 6 4 Second order schedule ni 27 6 2 FIVe cholce serial reaction time task aia praia 27 03 GONO GO nidad 27 6 4 Pre pulse Inhibition of acoustic startle reflex PPI occcoooonnnnnnnonnncnnnncnnnacnnnnonaninnnnnnns 27 6 5 Actiye avoidance shuttle DOK aaa ada 27 67 TOUCH screent EST a a ed es NO 27 LadState ver 1 0 Experimental Method Editor 1 Introduction LabState is a w
19. LabState version 1 0 A Graphic State Notation Program for Animal Behavioral Study User s Guide to Exoerimental Method Editor TM ij Softwarel8 instruments AniLab Software Instruments Co Ltd Copyright 2006 2014 1st Edition Sept 10 2014 On line www anlab cn E mail sales anilab cn TABLE of CONENTS A 1 Z Creating as imple FRE Metodos 4 A te aac ara ccca se caneatiseacne A Gana sue sete jueesenesacaeate te nseencees 8 d COMPONENTS a aa 10 O AO 11 SAITE ENU A A O a ET 12 TL L OUTDUU DEVICE A AAA 12 BO 2 SOUND EEEE AE A AEA E acc et eee asec tenet mttaer amen ec ee AE ator came 13 A A O aueunens 14 LA CUA Non ad Ea a OSA 15 Dee SEL o A AA 16 5 2 1 State Entry Counter amp Timer Variables ooooccncccoooncnnnnonanonnnnnnnnoconnnonanononnnnnanos 16 3 22 State ENUY Temporary Counter ee a as 16 5 2 3 State Entry Analog Variables cccccoooocccnnncnonnnnnnononncnnnnonanononnononcnnnnnnnanccnnnonanoss 17 5 2 4 State Entry Save Temporary Variables oooncccccccooonccnnccnnnconnnonanononononanonnnnnnanoos 17 5 2 5 State Entry Video Tracking Variables iaa 17 5 2 6 Digital ON Event Counter amp Timer Variables ooocccncconocnnnnncnonononnnnnanonnnnnnnanos 18 5 2 7 Digital OFF Event Counter amp Timer Variables ooccccccooocncnnncnonononnnonanonnnnnnanoss 18 5 2 8 Analog High Low Event Counter amp Timer Variables ccccccccceeeeeeeeeeeeeeeeeeeeeees
20. a List Clexp C2 Step 1 C3 C4 Response numbers can be also be read from a control list A Pokel Next State e Decreasing Control List 1 Control List 2 Control List 3 Control List 4 Control List 5 Control List 6 Control List Probability 1100 Parameters cl EA 5 000 D 5 3 2 Digital Event input off Input Switch Off eism Component 1 State 1 Always 0 e5 Pokes Shorttime 0 s Long time 0 3 0 E ms Time Thred Digital input signal is OFF triggers a state transition There are three Next State s Always mean each OFF can triggers state transition Short time means when input duration is shorter than the Time Thred Long time means when input duration is longer than the Time Thred 21 LadState ver 1 0 Experimental Method Editor 5 3 3 Digital Event Input ON time When the digital signal is ON and when the ON duration lasts for a period of time a state transition can be triggered Input Time Transition MI A A s Component 1 State 1 Close Input Time Transition 1 Pokel SEMGIECol pete 1 Pokel NextState 1 IS Equal orlongerthan __ Probability 1 3 if False goto State 0 El Parameters FT 0 000 Data List mi 5 3 4 State Timer Each time a state begin an internal state timer is turned on this timer can triggers a state transition The time requiremen
21. and operate the session variables 5 1 1 Output Device Double click the line of the output device in the state panel Control Output Devices y Component 1 State 1 Digital Devices 1 PokeLight 2 PokeLight2 7 Food V Controlled Continued ON Faxed Time and Pulse o 200 i Once zl Vol 0 000 mi Pulse Dose 10 000 Kg Cone 0 000 mi Animal Weight 250 0 q Yoked1 None y Pump Speed 34500 ml min Yoked 2 None Yoked 3 None z Yoked 4 None kd Anolog Devices Digital Outputs A digital output device is controlled when the Controlled box is checked When it is controlled it can be turned ON continually by check the Continued ON it will remain ON until turned OFF A digital output device can be turned on for a period of time in two ways once continue on pulse on off alternating If the output device is an infusion pump pump speed of the output device is non zero you can control it by vo or dose The ON duration t is calculated as seconds Vol t vol ml 60 speed ml min Pulse v ON fipo ms OFF fi 00 ms Vol 0 000 ml Dose 0 000 kg Conc 0 000 ml Animal Weight 250 0 q Pump Speed 34 500 ml min Dose t body weight kg dose mg kg concentration mg ml 60 speed ml min There are four Yoking controls of digital output devices When the digital output device is on off
22. andom with repeat Random without repeat Component List Author F Q zhang Concurrent or Random Random list without repeat Duration 40 00 min Cone LX XX Close There are four ways to set the running p status for the components E 4 6 F z Concurrent the components can be ie a active concurrently when a session T COI CA CA starts The concurrent or random list E o aa specifies the component is active when a A set as Y Random Repeat 10 2 Clear O Random with repeat randomly select one component from the concurrent or random list O Random without repeat randomly select one component from the Random list without repeat e Component list select the first component from the Component List Session Variables are custom defined variables to collect experimental data You need not to define a session variable for digital input output ON OFF events You may define you own variables in the following types O Counter variables correct response incorrect response response omission etc Timer variables response latency etc Analog Data Variables used for acoustic startle reflex experiment Video Tracking Variables Computed Variables For example in a typical 5 choice serial reaction time task 5 CSRT the following session variable are defined O Counter variables Total trial Correct trial Incorrect trial Omission trial Premature respo
23. anel Start component The only component 1 is automatically active when a session starts The third line of the session pane is Define session variables there is no need to define a session variable for a FR1 method Step 2 define method devices E Define method Devices l ae Digital Inputs Digital Ouputs Wideo Zones Cage Device Metod Devor t Cage Device Metiod Devine Poket 1 1 Poketightt EA 2 2 PokeLight2 PokeLight2 2 3 3 PokeLight3 PokeLight3 3 Poke4 4 4 PokeLight4 PokeLight4 4 5 6 5 PokeLights PokeLights 5 FoodTray FoodTray 6 HouseLight HouseLight 6 7 Liquid Liquid 7 10 mp m mE You may choose to skip this or you can rename the method devices Analog Inputs Sound Cage Device Method Dev D Cage Device Method Dev IDE Sound 1 Sound 1 1 Sound Sound 2 2 Clear AIl The method device can be rename as following for easy understanding The center nose poke Poke3 is defined as active poke and the light in Poke3 is defined as cue light Digital Ouputs _ Video Zones F F Cage Device Method Dev be_ e Zone o HouseLight 6 2 PokeLight3_ CueLight 3 3 Liquid Reward 7 E AS EL 6 o a a Wj m gt uu The liquid dispenser is defined Se 7 as reward ound H as E a E PE E id eo
24. appears NoGO tsk Boose LabState Experimental Method Edito File Session Start Component Cl Session Variables Method Devices Pokel Poke2 Poke3 Poke4 Poke5 FoodTray PokeLight PokeLight2 PokeLight3 PokeLight4 PokeLight5 HouseLight Liquid TrayLight Sound 1 Sound 2 Components Insert Duplicate Delete Stat State 1 Session Variables Duration Exit Component Component C1 Insert Duplicate Delete State Sound Session Variables A D double click the lines State Transition Exit State Random Outputs You may double click any line in the tables to enter a sub window for the method options There are three panels tables in the method editor window Session Component s State s Each session or an experiment has at least one component maximum 16 and each component has at least one state maximum 24 You can add delete duplicate component or state by clicking the corresponding button When a session starts the components can be active concurrently or in order In each active component only one state is active at one time LadState ver 1 0 Experimental Method Editor Session Variables Generally in a simple experiment you need not to define session variables or user defined variables LabState will collect any events on off such as digital inputs outputs sound devices component state to be saved in the data file You may define you own variables Definesession Variable Na
25. aration 6 1 Second order schedule 6 2 Five choice serial reaction time task 6 3 GO NO GO 6 4 Pre pulse Inhibition of acoustic startle reflex PPI 6 5 Active avoidance shuttle box 6 7 Touch screen 5 CSRT 27
26. d deviation 0 158 0 907 0 626 0 524 0 612 0 775 0 484 0 477 0 555 0 321 na nRa Formula 0 033 0 983 0 767 0 890 0 693 N FBR 0 769 0 626 0 531 0 166 0 266 n RaT lc Mean C2 StdDew v 20 LadState ver 1 0 Experimental Method Editor Response numbers can be increasing specified by two formulas 1 C1 EXP C2 step C3 C1 C4 When C1 5 and C2 0 2 is the most commonly used progressive ration schedule named PR3 4 1 Pokel NextState fe lt increasing y Probability 100 ifFalse go to State o E Parameters Formula PR3 4 C1 5 C2 0 2 Cl C2 C3 C4 5 000 opo fo 0 000 CI EXP C2 Step C3 C1 C4 Data List 2 459 4 111 6 128 8 591 11 601 15 276 19 765 25 248 31 945 40 125 50 116 62 319 77 223 95 428 117 663 144820 177 991 218506 267 991 326 432 402 254 492422 602552 737 066 901 361 1102 032 1347 132 1646 498 2012 144 2456 745 3004 225 3670 476 4484 236 5478 166 6692 154 6174922 9985 979 12198 010 14899 790 18199 752 22230 334 27153 299 33166 219 40510 418 49480 645 60436 902 73818 906 90163 227 11012 32t 2 C C2 step C3 C4 Formula PR3 4 C1 5 C2 0 2 CI EXP C2 Step C3 C1 C4 y g CI EXP C2 Step C3 C1 C4 Response numbers can be decreasing with two formulas 1 Pokel Next State fe 2 Decreasing y Probability 100 ifFalse go to State 0 al Parameters cl C2 C3 C4 Formula 5 000 0 200 0 000 0 000 C1 C2 Step Me C1 C2 Step Dat
27. e global data list for a session There are 16 Control Stop Session Run Component Concurrent v Concurrent A Random with repeat Random without repeat Component List Control List 1 Control List 2 Control List 3 Component C1 Output Device Session Variables State Transition Random Outputs Y Stop Current Component Co ntrol List 4 J C6 Poke3 C DaladA Lists in a session Each control list is a set of numbers There three way to read a data from the control list Sequential random with rep Run Stop Component eat and random without repeat Component 1 State 1 Discription Deliver Food Stop Session Stop Current Component Run Component Control List 1 v v Sequential v Paste Clear Cycle Data 51 wati for response HouseLight ON ActivePoke ON gt State2 n 1 0 The current component as well as the session can be stopped by check the corresponding boxes when the stop current component is checked Run Component list box will appears In addition to the first four operations for the components you can also used the Control List Sequential x Randorn with repeat Random without repes 11 LadState ver 1 0 Experimental Method Editor 5 1 State Entry When entering a state you can control the following devices O Output Device O Sound Device e Touchscreen O Random Outputs
28. een Control les l Component 1 State 1 Padgecscsscccscssgesscasossesascees Show ZUNE Show IMAGE Independent Control Show IMAGE Random Control R Y Control Enabled 2 Holez ly Clear IMAGE 3 Hoe ly V AI ZONES Ha Holea ly T ZONE 1 Hole1 5 fholes lv ZONE 2 Hole2 L ZONE 3 Hole3 ZONE 4 Hole4 ZONER5 holed Show Image Independent control State Touch Screen Control Component 1 State 1 O O O ERE EOS TRENT Show ZONE Show IMAGE Independent Control Show IMAGE Random Control AAA A FlashLight N State Touch Screen Control Sal Component 1 State 1 Mode none y Continue 0 000 ape Repeatable IMAGE 1 FlashLight _ ZONE 1 Holet lt One IMAGE _ ZONE 1 Hole Random select C ZONE 2 Hole pen ZONE 2 Hole2 MZ mace gt ZONE 3 Hole3 previously showed in ZONEF3 Hole3 ZONE 4 Hole4 ZONE 4 Holed _ ZONE S5 holes ZONE 5 holed Show Image Random Control State Touch Screen Control S Component 1 State 1 Show ZONE Show IMAGE Independent Control Show IMAGE Random Control Mode Random IMAGEs to Ranc 7 Continue 0 000 sec m Repeatable ZONE 1 Hole1 lt One IMAGE ZONE 1 Hole1 Random IMAGEs to Random L ZONE 2 Hole2 _ ZONE 2 Hole2 Radom IMAGE in Prev ZONE J previously showed in ZONE 3 Hole3 ZONE 4 Hole4 ZONE 5 holes ZONE 3 Hole3 ZONE 4 Hole4 a _ ZONE S holes
29. er Variable Yes No Decrease 1 2 Counter Variable S Reset to zero R PT CorrectTrial InCorrectTrial OmissionTrial When a session starts all the TotalTrials FoodPerservative counter variable will be enabled automatically and can operated When it is disabled N the i i P Temporary Counter 1 1 R reset to zero operation is not allowed Operate Counter Variable mi mi Timer variables can started When a timer variable is read it stops automatically 10 LadState ver 1 0 5 States State is the basic unit of the state logic In a given Experimental Method Editor time only one state is active for a component State You can inset duplicate delete a state in the state panel by clicking the corresponding button The maximum number of states Double click the first line panel for a session with only one component it appears as follow Rur Stop Component iim Sa Component 1 State 1 Discription Stop Session Stop Current Compone For a session with more than one components it appears as follow Sane for a component is 24 State in the state Exit State Touch Screen nt Run Stop Component a Component 1 State 1 Discription BENMEA ae Stop Session Y Stop Current Component Run Component Concurrent v Concurrent or Random The Control Lists ar
30. hen the component or session starts Exit Component If the session has more than components you can set the running duration for a component when the component stops after the duration you can set the running status of other components Components Start State C2 Start Trial C3 TimeOut C4 s1 S1 S1 S1 5 000 sec RUN Concurrent C2 Edit Component There are four ways to set the running status for Component 3 the components wie REO i itle Ml Concurrent v e Concurrent the components can be active sanse 3 Concurrent or Random with repeat concurrently when a session starts The Dwaion 5000 uration 5 000 sec concurrent or random list specifies the a ssign session variable component is active when set as Y O Random with repeat randomly select one component from the concurrent or random list Exit O Random without repeat randomly select one component Concurrent y from the Random list without repeat i Random with repeat O Component list select the first component from the Random without repeat Component List Component List reee Assign Session Variable is used to operate the session variable when the component starts Cou nter Va ria b e h as th ree Digital Event Counter and Timer Variables operations C3 TimeOut Component Entry O Increase 1 2 Counter Variable 1 1 R reset to zero Tim
31. indows program designed for experimenters to create interactive protocols for behavioral experiments using state logic It is a point and click windows program using a graphic screen that presents options to be selected by the user You need not to learn a language to write scripts It is all there in each window In LabState a series of states is called component a session or experiment may contain several components In each component the experiment moves from one state to another Each state specifies a set of device controls and a set of transition requirements which cause the program to exit the current state and move on to the next state State i A State j requirements Seo y A A O 7 State Entry State Exit STATE ENTRY Upon entry of a state a set of controls could be configured O Digital output light tone infusion pump etc Analog input start stop signal recording Analog output optogenetc LED current etc Sound mixer play pure sine tone 20 20Kh white noise or wav file in 8 channels Session variables NW Counter variable increase or decrease NW Timer variable start a timer or read stop a timer NW Analog variable capture averaged analog input ee RER ee a si gnal About State notation State notation has been increasingly NW Video tracking variable start stop video tracking miralo desa sud imlemam O Screen control draw picture or text in the screen l l l l l behavioral
32. me i SSS S al in the following types O Counter variables correct response incorrect response response omission etc O Timer variables response latency etc O Analog Data Variables used for acoustic startle reflex experiment O Video Tracking Variables O Computed Variables Session Variables Temporary Variables Counter Variable Timer Variable Analog Data Variables Variable Name Variable Name Computed Variable Grammer Counter Variable C1 C2 Analog Data Variable max value AD1 AD2 Timer Variable total count TC1 TC2 Timer Variable total time TT1 TT2 Sample 1 C1 100 c1 Cc2 Sample 2 TT1 100 TT1 TT2 Disable Counter Variable after each Increase operation All counter varialbes are Enabled when session starts hod ices M et O Devi ces Define Method Devices Lo x Digital Inputs Digital Ouputs Video Zones gt Cage Device Method Dev ID e mM When you create a new method the devices in the system will automatically be assigned to the method editor including digital inputs outputs analog inputs outputs sound devices video tracking zones EE Cage Device Method Dev ID Clear All 2 oun If you want the method file can ERAS be used in other experimental pelos Oupute Cage Device Method Dev ID E system which have different CEDE A E hardware
33. nse Perservative response O Timer variable Correct latency Incorrect latency food intake latency LadState ver 1 0 Experimental Method Editor A ae Define Session Variable Name Session Variables Temporary Variables Counter Variable Timer Variable Analog Data Variables Variable Name VariableName__ PrematureResp 2 PerservativeResp CorrectTrial 4 InCorrectTrial 15 OmissionTrial mi CorrectLatency InCorrectLatency o Video Tracking Variables Variable Name Y Auto Read time after session end if the timer is ON Formula mi Computed Variable Grammer Counter Variable C1 C2 Analog Data Variable max value AD1 AD2 Timer Variable total count TC1 TC2 Timer Variable total time TT1 TT2 Sample 1 C1 100 C1 C2 Sample 2 TT1 100 TT1 TT2 Disable Counter Variable after each Increase operation All counter varialbes are Enabled when session starts The session variable also has corresponding temporary variable Session variables are saved in the data file but the temporary variables are not The temporary variables are used to collect temporary data and can be assigned to session variables A Define Session Variable Name mos Sn Counter Variable Timer Variable Analog Data Variables ES Variable Name Variable Name Variable Name a mi al 2 3 Session Variables
34. one input have signals at the same time state transition is not allowed Exclusive Digital Inputs Component 1 State 1 Pokel E opoo ope 5 C 5 3 13 Analog Event high low Analog signal above or below a baseline can trigger state transition Analog Inputs ome Component 1 State 1 Signal Unstable Moving v l Signal Stable Resting High Baseline Lewel Low Baseline Level 24 LadState ver 1 0 Experimental Method Editor 5 3 14 Keyboard Event Keyboard press can be used to record events and these events can trigger state transitions Keyboard Event Transition b es Ooo Component 1 State 1 5 3 15 Touchscreen event In touchscreen system ZONE is a defined region of the sc reen and IMAGE is a shape text or picture that can be showed in a ZONE or in a given position x y in the screen Touch Screen Transition When the animal touch the screen a state transition can occur if the touched position has or not has an IMAGE Component 1 State 2 a E Eesecooesessesesocoscsoseoosseesesseoe IMAGE 1 FlashLight Touch Screen Transition a If touched position both inside or outside a ZONE can trigger state transition Empty ZONE means no IMAGE has been shown in this ZONE Not Empty ZONE means an IMAGE has been shown in this ZONE Component 1 State 2 Poasseeseessesssseesscsessssesonsecesl
35. procedures since its adaptation for this purpose in 1970 The original version describes states as unique segments of an experimental l procedure accompanied by specified stimulus conditions Transitions among states are triggered by inputs from the subject or by the passage of time and may be the occasion for changing stimulus conditions recording data or per forming other operations Extensive usage has suggested a number of l l l l l l l l l l l l l l l l l l l l l l l l STATE EXIT O Stop session O Stop the current component or start next component s TRANSITION REQUIREMENTS When a transition requirement is meet the program moves on to next state The state transition requirements are Time State entry count Digital input ON OFF Keep ON time Analog input high low above the baseline Video tracking enter exit a zone moving resting Key mouse input Touch screen input Counter Variable possible improvements and the notation therefore has been expanded and modified Revisions recently incorporated in state notation increase its power as a descriptive device for effectively communicating the procedural details of reinforcement contingencies Arthur G Snapper Ronald M Kadden Geoffrey B Inglis State notation of behavioral procedures Behavior Research Methods 8 Instrumentation May 1982 Volume 14 Issue 3 pp 329 342 LadState ver 1 0 Experimental Method
36. state transition Single digital switch input signal can trigger three state transitions O ON the start of input signal e Off the end of input signal Pokel ON gt Stateb n 1 0 Poke ON gt Stateb n O On time the input signal is on for a period of time 5 3 1 Single digital event input ON When response lever nose poke etc requirements number of inputs are met active state moves to Next State with a probability Response numbers to trigger a state transition can be fixed fixed ratio in this example One response in Pokel goes to state 6 Input Transition a a ON OFF ON Time e O AA l e A 1 Pokel 3 Poke3 4 Poke4 5 Poke5 6 FoodTra NextState 6 Fixed NextState 6 Fixed NextState 6 Fixed NextState 6 Fixed NextState 6 Fixed Input Transition Component 1 State 1 41 Pokel NextState je Fixed a Probability 100 if False go to State o l Parameters FR 1 000 Data List aooo Response numbers can be random specified by a range C1 C2 1 Pokel Next State 6 gt ETE Probability 100 if False go to State o Sl Parameters cl Ce Formula 11 000 0 000 c1 C2 Data List 0 441 0 776 0 436 0 145 0 275 0 116 0 722 0 628 0 44 0 171 0 716 10 057 0 258 0 396 0 826 0 630 0 616 10 647 0 866 0 639 0 150 0 960 0 125 10 203 0 42 0 299 0 961 0 218 0 165 inven NRA N RAA n170 nan N Ant or mean standar
37. ts can be fixed Interval Transition IA A e Component 1 State 1 l Interval Transition TIMER NextState 2 2 TT o Goto Previous Stat Probability 100 ifFalse go to State fo Parameters FT 5 000 Data List random increasing decreasing Interval Transition TIMER Next State f2 Fixed Probability 1100 Increasing Parameters Decreasing Control List 1 Control List 2 5 000 Control List 3 Control List 4 State Entry Tra X LAS ae 2 5 3 5 State Counter Component 1 State 1 Transition on State Entry Each state also has a counter each state entry Next State Entry Times increases the counter This counter can triggers a l o S state transition with a probability and reset the ROSNY z counter P Y 100 2 ifFalse go to State p lt fl Close 22 LadState ver 1 0 Experimental Method Editor 5 3 6 Next State List Next State List is a state transition without condition State will automatically goes to a state read from a control list Edit NextState Li Component 1 State 1 Next State List Control List 1 Control List 1 gt e 5 3 7 Counter Variable When a session counter variable i is greater than a value state transition occurs State Transition Component 1 State 1 Temporary Counter Variable z Variable Name Next State Session Counter Variable Variable Name Value NemState T 0 Correct Trial

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